Meamnar:The Rock: Difference between revisions
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==Adventure Background== | ==Adventure Background== | ||
===The Island=== | |||
About a month ago, a massive tear opened in the sky. From the fire and brimstone visible within the tear, an enormous obsidian rock emerged, falling toward the ocean. While one end of the rock is now buried in the seabed, the other extends about 50 feet above the surface. This new 'island' is sharp, jagged, and black as midnight. It glows faintly at night, a yellowish-green glow visible from up to a mile away. | |||
===The Curse=== | |||
Garvyn, captain of the ship, was hired by a wizard in Poznan to get a 'sample' from the island, which he did on his way to Hylar City. Now on the return trip, the ship passes close enough for the rock to get revenge. Until Garvyn and the sample are both delivered to the rock, it will proceed to possess members of the crew and, using them, steer the ship toward itself, at a speed that will most assuredly mean the destruction of the ship. | |||
==Adventure Synopsis== | ==Adventure Synopsis== |
Revision as of 17:54, 7 August 2007
The Rock is an adventure for five 3rd level player characters (PC's). The adventure is set aboard a ship in the Andrean Sea in the campaign setting of Meamnar. The adventure was included in the tabletop campaign Stoned.
Adventure Background
The Island
About a month ago, a massive tear opened in the sky. From the fire and brimstone visible within the tear, an enormous obsidian rock emerged, falling toward the ocean. While one end of the rock is now buried in the seabed, the other extends about 50 feet above the surface. This new 'island' is sharp, jagged, and black as midnight. It glows faintly at night, a yellowish-green glow visible from up to a mile away.
The Curse
Garvyn, captain of the ship, was hired by a wizard in Poznan to get a 'sample' from the island, which he did on his way to Hylar City. Now on the return trip, the ship passes close enough for the rock to get revenge. Until Garvyn and the sample are both delivered to the rock, it will proceed to possess members of the crew and, using them, steer the ship toward itself, at a speed that will most assuredly mean the destruction of the ship.
Adventure Synopsis
The Crew
Captain Garvyn: CR 6; Medium Humanoid (Human); HD 7d6 (Slr7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk rapier +9 melee (1d6+1); Full Atk rapier +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10
Skills and Feats: Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (rapier)
Equipment: Rapier +1
Brummett, First Mate: CR 5; Medium Humanoid (Human); HD 6d6 (Slr6); hp 20; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +8 melee (1d6+1); Full Atk short sword +8 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10
Skills and Feats: Balance +3, Climb +3, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)
Equipment: Short Sword +1
Ralfeo, Second Mate: CR 4; Medium Humanoid (Human); HD 5d6 (Slr5); hp 17; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk light mace +7 melee (1d6+1); Full Atk light mace +7 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10
Skills and Feats: Balance +3, Climb +2, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +3; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (light mace)
Equipment: Light Mace +1
Koresh, Master Gunner: CR 6; Medium Humanoid (Human); HD 7d6 (Slr7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +9 melee (1d6+1); Full Atk short sword +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10
Skills and Feats: Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)
Equipment: Short Sword +1
Peregrine, Master Navigator: CR 2; Medium Humanoid (Human); HD 3d6 (Slr3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4);; Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10
Skills and Feats: Balance +2, Climb +2, Intimidate +2, Jump +2, Knowledge (Geography) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Knowledge, Geography), Weapon Focus (dagger)
Equipment: Dagger +1
Thorvid, Master Carpenter: CR 2; Medium Humanoid (Human); HD 3d6 (Slr3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10
Equipment: Dagger +1
Skills and Feats: Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)
Seadogs (8): CR 3; Medium Humanoid (Human); HD 4d6 (Slr4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10
Skills and Feats: Balance +3, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)
Equipment: Dagger +1
Sailors (12): CR 2; Medium Humanoid (Human); HD 3d6 (Slr3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +4 melee (1d4), +5 ranged (1d4); Full Atk dagger +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10
Skills and Feats: Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)
Equipment: dagger
Sailors (20): CR 1; Medium Humanoid (Human); HD 2d6 (Slr2); hp 7; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +3 melee (1d4), +4 ranged (1d4); Full Atk dagger +3 melee (1d4), +4 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +4, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10
Skills and Feats: Balance +2, Climb +1, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)
Equipment: dagger
Sailors (40): CR 1/2; Medium Humanoid (Human); HD 1d6 (Slr1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +2 melee (1d4), +3 ranged (1d4); Full Atk dagger +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10
Skills and Feats: Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)
Equipment: dagger
Beginning the Adventure
The Curse
Garvyn was hired by a wizard in Poznan to get a ‘sample’ from the island, which he did on his way to Hylar City. Now, on the return trip, they get pulled in. Who knows about that?
The Island
A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky. It glows faintly at night.
The Journey
Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline. The ship will turn toward the island, on a collision course, pulled toward it.
Possession
The entity will periodically try to possess a character. When doing so, the character is given a DC 15 Will Save. If he fails, he is Fascinated for one turn, after which he is then possessed. If the Fascination effect is broken, the character is then Exhausted.
Concluding the Adventure
tbd